class AKFPawn extends KFHumanPawn;

#exec ANIM IMPORT ANIM=SmartGunAnim ANIMFILE=..\MODELS\SmartgunAnim.PSA COMPRESS=0.9 MAXKEYS=9999999
#exec ANIM DIGEST ANIM=SmartgunAnim USERAWINFO VERBOSE


simulated function Tick(float DeltaTime)
{
   if( Weapon != none )
    {
        if( SmartAssaultRifle(Weapon) != none )
        {
	   LinkSkelAnim(MeshAnimation'SmartgunAnim');
	}
    else
	{
	   LinkSkelAnim(MeshAnimation'Soldier_Animations_Trip');
	}
    }
	super.Tick(deltatime);


}


defaultproperties
{

	jumpz = 900;
}